Home and portable augmented reality and virtual reality game consoles

ABSTRACT

Systems and methods are provided for portable or stationary virtual reality and augmented reality video game systems. A game system that is operable of providing visual information to numerous head mounted displays are provided. A game system that is operable to receive, and recharge, numerous rechargeable batteries is also provided.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation U.S. patent application Ser. No.15/945,626, filed on Apr. 4, 2028, which is a continuation of U.S.patent application Ser. No. 11/742,694, filed on May 1, 2007, whichclaims the benefit of Provisional Patent Application Nos. 60/796,772,filed on May 1, 2006, and 60/798,826, filed on May 9, 2006, both ofwhich are hereby incorporated by reference herein in their entirety.

BACKGROUND OF THE INVENTION

This application generally relates to video games such as augmentedreality and virtual reality video games.

Traditional video game consoles are connected to a single television setand are controlled by a single hand-held controller so that a singlevideo game can be played. Although the processing power of video gamesystems has improved so that the resolution of the graphics of videogames has increased, the way a user interacts with a video game hasremained the same. A user still uses a single controller to control avideo game that is displayed on a single television set. It is thereforedesirable to offer a user an enhanced interaction experience with avideo game.

SUMMARY OF THE INVENTION

Home and portable augmented reality and virtual reality video gamesystems are provided.

A home video game console is provided that has video and audioconnections (e.g., one, two, three, or four or more connections) on thesystem such that Head Mounted Displays (HMDs) can be connected to theconsole (e.g., one, two, three, or four or more). In one embodiment, forexample, one or more HMD audio/video connections are located on a frontface of a video game system while one or more television audio/videoconnections are located on a rear face of the system (e.g., the faceopposite that of the front face).

Additional controller connections may also be located on the console(e.g., on the front face of the console) such that, for example,hand-held controllers can also be electrically coupled to the video gamesystem.

Connections may take many forms. For example, a video/audio/controlconnection may be provided that is operable to provide visual and audiodata to a device as well as receive data from that device (or anotherdevice). As such, for example, a video/audio/control connection mayprovide audio and visual data to a HMD and may receive control data fromthe HMD. Examples of such control data may include, for example, thedirection in which the HMD is facing as well as how the HMD moves.Inertial movement sensors (e.g., accelerometers) may be provided andcontrol signals based on readings from these inertial movement sensorsmay be utilized to provide a control signal for a video game. Oneexample of such an HMD-based video game control may be, for example, thedirection and angle in which the video game displays a first-personperspective game at a particular moment. A video/audio/controlconnection may provide, and receive, signals from more than one device.For example, a video/audio/control connection may provide audio andvisual data to an HMD as well as receive control data from a controlleralso connection to the video/audio/control connection (e.g., via a HMD).Persons skilled in the art will appreciate that any type of data may beprovided in a video/audio/control connection to any device. For example,mechanical control data may be provided to an HMD or controller todirect the HMD or controller to vibrate (“rumble”). Connections may alsobe limited in the type of data the connection receives or provides toone or more devices. Any number of connections may be included on aconsole that provide and/or receive any type of video, audio, and/orcontrol data. For example, four or more connections may be provided on aconsole to provide and/or receive data from HMDs while an additionalfour or more connections may be provided on that console to provideand/or receive data from hand-held controllers. Video supplied to a HMDmay, for example, be provided by the video game console as a result ofreading and processing video game data on the video game console (e.g.,from a removable storage medium including the video game).

In this manner, HMDs may be operable, for example, to just utilize oneor more video signals, audio/video signals, or video/audio/controlsignals. In one video/audio/control embodiment, audio may be providedand utilized by the HMDs such that sound may be played to a user throughspeakers in the HMD. Video may then be played on one or more screens(e.g., non-transparent and/or transparent displays) on the HMDs. Controlsignals may them be sent such that, for example, the HDM can rumble atparticular times (e.g., when a video game character associated to anHMD-wearing user gets shot, or punched, in the head). Similarly, an HMDmay output one or more audio signals, video signals, control signals, orany combination of audio, video, and control signals. For example, anHDM may include one or more microphones such that, for example, a playercan talk over an internet, or an intranet, connection to a competitorthat is playing the same game at a different location. Such an HMD mayalso, for example, output readings from one or more inertial movementsensors (e.g., accelerometers and/or gyroscopes) or positioningreceivers (e.g., global positioning system receivers). Such signals maybe utilized to determine the movement, tilt, and position of an HMD.

A console may also be provided with battery recharging ports. Forexample, one or more controllers or HMDs may be wireless. Thus, a localpower system may be desired to recharge the wireless controllers (e.g.,unless wireless power transmission is utilized). Such a local powersystem may include one or more rechargeable batteries.

Thus, a user playing a video game may, for example, pause the game whena battery is LOW, remove the battery, and place the battery in arecharging port of a console. Similarly, the user may remove a secondbattery that has been recharged by the recharging port and place thisrecharged second battery into a device needing a battery (e.g., an HMD,controller, or any gaming device). A low battery indicator may displayedon the HMD, a controller, or on a video game (e.g., on a televisiondisplay or an HMD display). The game may automatically be paused when,for example, a battery is LOW.

A video game console is provided that includes an augmented reality HMD.Such an augmented reality HMD may, for example, overlay video gameindicia over a user's real, physical environment. A transparent displayscreen may be utilized in such an augmented reality HMD. An augmentedreality HMD may be utilized as a virtual reality HMD, in which, forexample, the HMD displays to a user a virtual environment in a mannerthat does not allow the user to see his/her actual, physicalenvironment. A HMD with a non-transparent screen may, for example,provide virtual reality functionality and may also provide augmentedreality functionality. For example, a non-transparent HMD may include acamera that captures a user's environment. The captured images may beprocessed and video game indicia may be added to the processed capturedimages. The processed captured images may then be displayed to a userthrough the HMD such that a user can see his/her physical, actualenvironment, as augmented by video game indicia.

BRIEF DESCRIPTION OF THE DRAWINGS

The principles and advantages of the present invention can be moreclearly understood from the following detailed description considered inconjunction with the following drawings, in which the same referencenumerals denote the same structural elements throughout, and in which:

FIG. 1 is an illustration of a video game console that includes portsfor connections with multiple head mounted displays constructed inaccordance with the principles of the present invention;

FIG. 2 is an illustration of a virtual reality display constructed inaccordance with the principles of the present invention;

FIG. 3 is an illustration of an augmented reality display constructed inaccordance with the principles of the present invention;

FIG. 4 is an illustration of an augmented reality display that isutilized with a stationary display, such as a home television,constructed in accordance with the principles of the present invention;

FIG. 5 is an illustration of connection cables and a flow chart of avideo game process constructed in accordance with the principles of thepresent invention;

FIG. 6 are illustrations of display screens constructed in accordancewith the principles of the present invention;

FIG. 7 is a game display, additional device, and controller constructedin accordance with the principles of the present invention;

FIG. 8 are foot controllers constructed in accordance with theprinciples of the present invention;

FIG. 9 are controllers and head mounted displays constructed inaccordance with the principles of the present invention;

FIG. 10 is a video game console with rechargeable battery portsconstructed in accordance with the principles of the present invention;

FIG. 11 are video game packages constructed in accordance with theprinciples of the present invention;

FIG. 12 is a flow chart of a video game process constructed inaccordance with the principles of the present invention;

FIG. 13 is an illustration of an architecture constructed in accordancewith the principles of the present invention;

FIG. 14 is an illustration of a network topology constructed inaccordance with the principles of the present invention;

FIG. 15 is a handheld video game constructed in accordance with theprinciples of the present invention;

FIG. 16 is a handheld video game constructed in accordance with theprinciples of the present invention;

FIG. 17 is a handheld video game constructed in accordance with theprinciples of the present invention;

FIG. 18 is a handheld video game in accordance with the principles ofthe present invention; and

FIG. 19 a handheld video game constructed in accordance with theprinciples of the present invention.

DETAILED DESCRIPTION OF THE DRAWINGS

U.S. patent application Ser. No. 10/400,296, filed on Mar. 25, 2003,entitled “Systems and Methods for Locating Cellular Phones and SecurityMeasures for the Same” is hereby incorporated by reference herein in itsentirety.

U.S. patent application Ser. No. 10/932,536, filed on Sep. 1, 2004,entitled “Systems and Methods for Location Based Games and Employment ofthe Same on Location Enabled Devices” is hereby incorporated byreference herein in its entirety.

U.S. patent application Ser. No. 11/208,943, filed on Aug. 22, 2005,entitled “Wireless Devices with Flexible Monitors and Keyboards” ishereby incorporated by reference herein in its entirety.

U.S. patent application Ser. No. 11/281,812, filed on Nov. 11, 2005,entitled “Location-Based Games and Augmented Reality Systems” is herebyincorporated by reference herein in its entirety.

FIG. 1 shows display 110 that may provide graphical user interface (GUI)111. Display 110 may be included in device 101, which may be astationary device (e.g., a television set) or a portable device (e.g.,laptop, wireless telephone, or handheld gaming system).

Game system 120 may communicate with display 110 (e.g., provideinformation to display 110 by communicating with device 101) through awire-based communication channel via wire-based link 129 or through awireless communication channel. A wireless communications channel may beprovided, for example, via wireless link 199 and a wireless link locatedon game system 120. As such, game system 120 and device 101 may include,for example, one or more wire-based or wireless-based ports tocommunicate information (e.g., display and audio information). Forexample, game system 120 may include one, two, three, four, or morewire-based ports that are operable to provide a wire-based link thatprovides audio and video to ports in device 101. Such ports may be, forexample, coaxial ports, component video ports, audio/video ports, and/orany other type of audio and/or video port (e.g., a High DefinitionMultimedia Interface (HDMI) port). In this manner, system 120 mayprovide video and audio to numerous television sets. In doing so, asingle video game system may provide audio/video information to multipletelevision sets so that each player view the video game on her/her owntelevision set. Furthering the example, each player may be provided withdifferent video game indicia provided by a video game on the player'sdesignated TV set. In doing so, for example, four players that play afirst-person perspective game may view only his/her first-personperspective on a video game and not his/her opponent's first personperspectives.

Game system 120 may include any number of additional communication portsthat may be, for example, wireless or wire-based. For example, gamesystem 120 may include controller ports 122 and 124 and HMD ports 121and 123. Such a game system may provide two pairs of HMD and controllerports. A game system may include any number of HMD and controller ports(e.g., one, two, three, four, or more such port pairs). The controllerand HMD ports may be located on one face of game system 120 (e.g., afront face), while television ports are located on an opposite face(e.g., the rear face). A game media-receiving device (e.g., a discdrive) may be located on game system 120. For example, a gamemedia-receiving device may be located on the top, front, or side face ofgame system 120. A game media-receiving disc drive may be top loading orside loading (with respect to the disc). Disc-based media-receivingdevices may include, for example, CD, DVD, Blue-Ray, and/or HD-DVDreaders. Other types of game media-receiving devices may include, forexample, flash readers or any type of memory cartridge. One or morepermanent or removable hard drives may be provided to store game-relatedinformation.

Persons skilled in the art will appreciate that a single port mayprovide the functionality of a HMD port, a controller port, and/or a HMDand controller port. For example, a port located on a game system, orany device, may include wire connections for a controller in which onlycontrol signals are received by the game system from the game controllerand also wire connections for a HMD in which both control signals andaudio signals (e.g., microphone) signals are received by the game systemfrom the HMD. Such a port may also receive other types of information(e.g., image information) from a device (e.g., a camera included in anHMD). Such a port on a game system, or any device, may send informationsuch as mechanical information to a controller (e.g., a “rumble” controlsignal), control information to a controller (e.g., how to configure thecontroller to operate), sound information to a controller, visualinformation to a controller, mechanical information to a HMD, controlinformation to a HMD (e.g., to switch between an audgmented reality andvirtual reality topology), visual information to a HMD, and audioinformation to an HMD. A port may, for example, be operable to detectwhich wire connections are made when a wire-based link is inserted intothe system such that the game system can autonomously recognize the typeof signals it has to provide and receive from a device. Similarly, thedevice may load, when connected, software for operating the devicethrough the control port. As per another example, the device can send anidentification number to the game system such that the game system canidentify the type of device that was inserted into the port of the gamesystem. Persons skilled in the art will appreciate that any port mayinclude one or more wire-based links for one or more devices that areoperable to receive (from the game system) sound, video, operationalpower, and/or additional signals (e.g., control signals to make the HMDor controller rumble or software updates to configure/change thesoftware in a device) as well as transmit (to the game system) sound,video, control signals and/or additional signals (e.g., statusinformation such as the status of a battery internal to a HMD). Personsskilled in the art will appreciate that such a wire-based port may beprovided as a wireless port that may provide any type of signalwirelessly (e.g., power, visual gaming information, audio, and/orcontrol data).

Port 122 may, for example, be operable to receive a particular type ofwire-based communication stream from controller 130 (and/or a HMD). Port121 may, for example, be operable to receive a particular type ofwire-based communication stream from HMD 140 (and/or a controller). HMD140 may be, for example, a virtual reality headset and/or an augmentedreality headset. HMD 140 may include positioning and/or intertialmovement sensors 143 to determine, for example, the position of HMD 140(e.g., the location of HDM in the world using positioning signals suchas from a global positioning system (GPS)). HMD 140 may include (e.g.,in addition to one or more GPS receivers) one or more inertial sensors(e.g., accelerometers and/or gyroscopes) to determine the direction thatHMD 140 is facing, moves, and the amount of movement (e.g., the velocityand acceleration of the movement). HMD 140 may include structures 141that may be utilized to secure a display in front of a person's eyes.Structure 141 may be, for example, structures similar to glasses forgrasping behind a person's ear or a belt or strap. One or moreadditional devices 142 may be included on such structures such as, forexample, microphones, speakers, or mechanical movement devices (e.g.,rumble devices). Port 123 may couple to a controller (and/or HMD). Port124 may be coupled to a HMD (and/or a controller).

A HMD may also include wireless communication devices such as, forexample, wireless communication device 198. Game system 120 may alsoinclude wireless communication devices to communicate to any number ofcontrollers, HMDs, and/or stationary devices 101 (e.g., through wirelesscommunication device 199). Similarly, a wireless communications device,such as device 199 and 198, may communicate with remote devices such asremote databases. Game system 120 may also include one or more wirelesscommunications devices to communicate with a controller, HMD, otherstationary devices 101 or a remote device such as a remote database.

Game system 120 may be included in, for example, stationary device 101or an HMD. Persons skilled in the art will appreciate that HMDs mayinclude one or more non-transparent display screens that a user may notsee through (e.g., which may provide a virtual reality display) or atransparent display screen that is operable of displaying virtual imagesto provide a virtual reality video game. Images may be provided on atransparent display screen such that the user can still see his/herenvironment through the transparent display screen as augmented by theimages. As such, a transparent display screen may provide an augmentedreality video game. Similarly, a camera may be provided on a HMD and anon-transparent display screen may provide a game in which a user'senvironment is modified by video game indicia. For example, a video gamecharacter may be overlayed on a user's environment, as captured by thecamera, and this modified environment may be displayed to a user.

Persons skilled in the art will also appreciate that a screen that auser can see through and that is capable of displaying virtual indiciamay be utilized as a virtual reality screen by displaying virtualindicia, that a user cannot see through, across the entire displayscreen.

A user, for example, may never be able to see through a non-transparentscreen when the non-transparent display is ON or OFF, yet a user may beable to see through a transparent display screen while at least thetransparent display is OFF. If a transparent screen is partiallyprovided with video game indicia, an augmented reality video game may beprovided (e.g., a user's environment may be modified by video gameindicia), yet if the entire transparent screen displays a video gamethen a virtual reality video game may be provided. A user's environmentmay be modified by video game indicia by, for example, introducing avideo game character into the user's environment.

Display 110 on device 101 (or a display on an HMD) may receive anddisplay a GUI from game system 120 Accordingly, for example, game system120 may read game code from a programmable medium (e.g., a DVD, blue-raydisk, flash memory, HD DVD) inserted into the game system and use thegame code to provide signals representative of the GUI that display 110can understand. Such signals may be, for example, signals that device101 can understand and translate into information that display 110 canunderstand. Such a GUI may be, for example, the selection of the type ofway the game should be displayed. For example, a game console operableof using HMDs may provide a display where a user can select augmentedreality mode 112 (e.g., for all player's HMDs), virtual reality mode 113(e.g., for all player's HMDs), controller only mode 114 (e.g., TV is adisplay and no indicia are provided to a HMD), a different display modeper player mode 115 (e.g., player 1 uses the television and player 2uses an HMD in a virtual reality configuration), and/or an augmentedreality with TV mode 116 (e.g., images are provided on the televisionand augmented reality indicia can interact with such images).

An HMD and/or video game controller may also be oriented with respect adevice. Such a device may be placed around device 101 (e.g., played ontop of device 101) such that the an HMD and/or video game controller canbe oriented with respect to device 101. Such an orientation may, forexample, be located about device 101 (e.g., placed on top of device101). Such a device may, for example, transmit signals such that an HMDand/or a controller may determine whether the HMD and/or controller isfacing the orientation device and the degree to which the controllerand/or HMD is facing the device. For example, a device may includemultiple structures that emit signals that can be distinguished (e.g.,different IR, or microwave, signals). The HMD and/or controller maydetermine which of the IR, or microwave, signals it is receiving and mayutilize these signals to determine that the HMD and/or controller isfacing the device and that the HMD and/or controller is facing aparticular part of the device (e.g., the left side of the device withrespect to the user). Alternatively, for example, the device may includestructures that transmit the same signal (e.g., the same IR signal) andan HMD and/or controller may utilize these signals to determine whetherthe controller is facing the device and to what degree the controller isfacing the device (e.g., how strong the received IR signals are).Persons skilled in the art will appreciate that the strongest signal maybe received, for example, when the HMD or controller faces the middle ofthe device.

The structures may be angled such that the signals provided by thestructures hit the ground in different locations. In doing so, a HMDand/or controller may receive signals and determine if the HMD orcontroller is moving away from, or towards, the device by determiningthat the HMD and/or controller has picked up different signals fromdifferently angled structures.

A HMD may include one or more inertial and/or positioning sensors todetermine the direction that a user is facing. The HMD may utilize suchsensors to determine information such as the pitch, tilt, and roll ofthe HMD as well as the velocity and acceleration of any movement.Persons skilled in the art will appreciate that inertial sensors may beutilized to determine the position of a device. For example, one or moreaccelerometers and/or gyroscopes may be utilized to determine theposition of a device. For example, acceleration information may beobtained from an accelerometer. The integral of acceleration informationmay provide velocity information. The integral of velocity informationmay provide positional information. Any processing may occur on anydevice (e.g., an HMD, controller, and/or game system).

Information obtained from, for example, positioning and/or inertialsensors may be transmitted to a game console such that the game consolecan provide visual information dependent upon the direction that a useris facing. Accordingly, for example, the pitch, tilt, and roll of an HMD(and/or controller) as well as the velocity and acceleration of anymovement may be utilized in determining which visual information shouldbe displayed to a user (e.g., which information should be displayed onan HMD).

An HDM may also include positioning sensors to determine where the HDMis located. Global Positioning Sensors (GPS) may be utilized todetermine, for example, the a device's location in the world and/or theusers position with respect to a position reference. Local PositioningSensors may be utilized to determine, for example, a device's locationin a playfield and/or the device's position with respect to a positionreference. Such positioning information (as well as inertial movementinformation) may be utilized in any device such as a game system (e.g.,handheld game system), HMD, and/or controller. Multiple video gamesystems may be utilized to provide a video game such as a multiplayervideo game.

Furthermore, a positioning system may be utilized to periodicallyprovide position information for an HMD while inertial sensors can beutilized to update this position between updates from the positionsystem. For example, a GPS system may be utilized to periodicallydetermine the location of a device, such as an HMD, and one or moreaccelerometers and/or gyrscopes may utilize intertial movementinformation such as acceleration to determine how the device moves, andthe device's position changes, between GPS updates.

HMD's may include memory to store the visual video game informationreceived from the game console and may, for example, further process thevisual information such that the visual information can be displayed ona particular HMD. Persons skilled in the art will appreciate that thegame system can receive identification information from the HMD suchthat the game system can perform any such additional processing (e.g.,for a particular brand and/or version and/or type of an HMD).

FIG. 2 shows topology 200 that may include display 230, which may beincluded in a HMD. Stationary television 210 is positioned in front ofdisplay 230 in FIG. 2 . Display 230 may be a a non-transparent displayscreen such that a virtual reality game may be provide on thenon-transparent screen. As such, for example, a user may not see throughthe non-transparent display screen when the display screen is ON or OFF.Such a display screen may receive visual information from the gameconsole (e.g., either wirelessly or through a wire). Such visualinformation may be utilized to display, for example, a virtual sky 231,clouds 232, trees 233, virtual characters 234, and any other type ofvirtual object. As such, a game console may provide an HMD with avirtual world that a user can interact with. A user may utilize acontroller to walk through the environment where if a user turns his/herhead to the left, the portion of the virtual environment shown to a userscrolls out to the right such that a new portion of a virtualenvironment scrolls in from the left. A user may press a button on acontroller to move throughout the game in the direction the user isfacing. Alternatively, movement through a video game may be controlledby one or more positioning and/or inertial movement devices. Personsskilled in the art will appreciate that a transparent screen may beutilized to emulate a virtual reality display by displayingnon-transparent virtual indicia across the entire transparent displaysuch that the transparent display essentially becomes non-transparent.Due to the non-transparency of display 230, television 210 can not beseen when looking through display 230.

FIG. 3 shows a transparent display screen positioned in front oftelevision 310 in topology 300. As the display screen is transparent, auser looking through the display can see television 310. Transparentscreen may be provided with virtual images 331 and 332 (which may beprovided from a game console) over a user's physical environment.

Persons skilled in the art will appreciate that by displaying images ona transparent display screen, the display screen may becomesemi-transparent. A virtual reality game may be provided if a virtualreality screen fills the entire transparent display. GUI's forinitiating the start or features of an augmented and/or virtual realitygames may cover the entire screen.

Virtual objects may be, for example, virtual characters that movearound. A HMD may include a landscape detector that can determine itssurroundings. As such, the HMD may position virtual objects over auser's surroundings and have the virtual objects interact with a user'sphysical environment. For example, a virtual spider may crawl across auser's floor and then climb up a user's television and/or wall.Information from the landscape detector may be provided to a video gameto assist in orienting a video game character. Similarly, informationfrom positioning and/or intertial movement sensors from video gamedevices (e.g., HMDs, handheld game systems, and/or controllers) may beutilized to orient characters. For example, a device may be placed ontop of a television that sends signals and different angles on theuser's floor. Thus, the device may determine the location and landscapeof the portion of a user's floor that is located in front of thetelevision. Accordingly, this device may transmit such landscapeinformation to a video game system such that the video game system canplace virtual objects on an HMD. A video game system may then, forexample, utilize a device on a HMD to determine if the HMD is facing thetelevision (e.g., as the device on the television may provide signals,such as IR signals, to the HMD so the HMD can determine orientationinformation and send this orientation information to the game system)and can detect the landscape of the floor in front of the television.The game system can then determine how the landscape determined by thetelevision device and the HMD device overlap such that appropriate videogame indicia may be provided to the HMD. The tilt, pitch, and roll ofthe HMD may also be utilized in determining how such objects, or anyvisual information, is displayed. Similarly, an HMD and/or controllermay, for example, provide information that is received by the video gameconsole and/or a device located about a television such that thisinformation may be utilized by the video game system to determine thelocation and presentation (e.g., rotation) of images on an HMD for aparticular moment in time. A landscape detector may take many forms. Forexample, a landscape detector may be a camera and images taken from thecamera may be utilized to determine the landscape a user is confrontedwith.

Persons skilled in the art will appreciate that an HMD may be providedby a game console with information about a particular game level or aportion of a game. HMD may then process this information and utilizecontrol signals (e.g., the way the HMD moves, controls received from acontroller) and process such control signals to appropriately displayparticular visual information in a particular location. Such processingmay also occur, for example, at a video game system. Persons skilled inthe art will appreciate that an HMD may be a video game system in andupon itself such that a portable gaming system may be realized by theHMD. Any number of controllers may be coupled to such a HMD, or any HMDor game system, to provide controls for controlling the video game.

FIG. 4 shows display 430 that is located in front of television 410 intopology 400. As display 430 is a transparent display, a user lookingthrough display 430 may be able to see television 410. Display 430 isoperable to provide virtual indicia (e.g., virtual character 431) to auser such that a user's physical environment is augmented with virtualgaming indicia.

Persons skilled in the art will appreciate that since a game console mayprovide display information to both display 430 and stationarytelevision 410, the game console can coordinate such displayinformation. For example, the game console can provide a video game byproviding display information to an HMD display and a stationarydisplay. For example, a game console can provide particular visualinformation to television 410 such that an environment is displayed onthe television. A user's HMD can then provide virtual indicia tointeract with the environment displayed on stationary display 410. Forexample, a HMD may provide virtual spiders and a spider cave can bedisplayed on stationary display 410. As such, the spiders displayed onthe HMD may be displayed as coming out of the cave when the spiders arefirst displayed to a user on an HMD.

Persons skilled in the art will appreciate that a HMD may include anumber of light sensors to detect the light coming from the televisionsuch that the television can be located. Similarly, the game console mayknow the type of visual information that was provided to the televisiondisplay and can use the sensors on the HMD to pick up this information.As such, the game console can determine the different portions of thestationary display by providing different visual information to thedifferent portions and detecting where the different visual informationwas sensed by the HMD. For example, the console may provide differentcolors (or amounts of light or types of light) to different portions andmove these colors and the HMD can then detect the colors and send thecolor location information to the console. If the movements of the twomatch, then the console may assume that the user is looking at aparticular portion of stationary display 410. A game console can usesuch information to change the virtual information on the HMD orstationary display 410. Alternatively, one or more devices may be placedabout (e.g., on top of or underneath) that may be utilized to providethe game console with information that would allow the console to orienta HMD or controller with the device. For example, the device maytransmit signals, a HMD or controller may receive the signals and theHMD, controller, and/or video game system may utilize the receivedinformation to determine the orientation of the HDM and/or contollerwith respect to the device (e.g., whether, and to what extent, acontroller is facing the stationary display). Persons skilled in the artwill appreciate that multiple controllers and multiple HMDs may utilizethe same device located about the stationary display to assist inorienting the HMDs and/or controllers with the device (e.g., with the TVabout which the device is located).

FIG. 5 shows a flow chart and wire-based communication link 520. Theflow chart may begin when, for example, a game system is turned ON instep 501. Step 502 may be utilized to determine whether or not a game isinserted into the game system. Step 503 may be utilized to load gamedata if a game is inserted in step 502. Step 503 may also, for example,determine user input/output options (e.g., the types of devices that arecommunicating with the game system). Step 504 may be utilized toautomatically detect if visors (e.g., HMDs) are in communication withthe game system (e.g., coupled via wire-based links or communicatingwirelessly). Step 505 may be utilized to auto-detect controllers. If agame is not inserted, for example, a default GUI may be displayed instep 509 (e.g., a GUI that displays system information—not gameinformation) until a game is inserted or downloaded and initiated instep 508. Step 506 may be utilized to determine whether or not thedevices coupled to the game system are operable with the game system.Step 506 may receive, for example, identification information and maycommunicate with a remote server to identify the identificationinformation if the game system does not know the identity of theidentification information. Similarly, a game system may update thesoftware on the game system such that the game system is compatible withthe component. Similarly, the component (e.g., HMD) may include asoftware update for the game system and may include identification ofthis software update to the game system such that the game system candetermine whether or not the software update is needed (e.g.,installed). If the software update is needed, then the game system can,for example, download the software update from the component (e.g., fromthe controller and/or HMD). Step 507 may be utilized to set defaultinput/output configurations for a game to configurations viable with thedetected input/output devices (e.g., channels). Step 512 may be utilizedto display the detected input/output devices with options for settinggame type and input/output devices for each player. Step 511 may beutilized to receive user adjustments and/or confirmations. Step 510 maythen set user adjustments and/or confirmations.

Persons skilled in the art will appreciate that any type of wire-basedlink may be utilized to communicate with a game system. For example, awire-based link that includes communication wires for both a HMD and acontroller may be utilized such as wire-based link 520. Such awire-based link 520 may be utilized such that a game system candetermine whether a controller, HMD, or a controller and HMD are coupledto a port that received wire-based link 520. Particularly, wire-basedlink 520 may include a structure 521 that provides two communicationwires 528 and 529. Communication wires 528 and 529 may each include abundle of wires. Communication wires 528 and 529 may be coupled toseparate control devices (e.g., two separate controllers or a controllerand HDM). Communication wires 528 and 529 may be combined into a singlebundle at the other end of structure 522 (e.g., end 523). End 423 maythen provide the wires included in wires 528 and 529 in a particularconfiguration. For example, the top wires (e.g., the top 3 wires) may becontroller wires, while the bottom wires (e.g., the bottom 3 wires) maybe HMD wires. A game system can then detect whether a controller or HDMor both are connected to the game system by determining which wires areprovided (e.g., which wires electrically couple with corresponding wireson a game system port). Thus, if only a controller is coupled to a port,then structure 522 may only include wire 528 and, as such, only wirescorresponding to a controller may be provided at end 523 (e.g., no HMDwires may be provided).

FIG. 6 shows GUIs 600 that may be utilized in a video game system. GUI610 may include a GUI that provides the default control schemedetermined or provided by the video game system. For example, a gamesystem may detect that a controller and a HMD is coupled to the gamesystem and may autonomously associate the controller and the HMD to thegame to the controls for a single player. GUI 610 may then allow a userto modify these control schemes such that, for example, the HMD may bechanged from being associated to a first player to being associated to asecond player (e.g., in a game where one player is the “eyes” of theteam and the other player provides “controls” for the team). GUI 610 maythen detect if new devices are coupled to the game system (e.g., anadditional controller or HMD) and then may autonomously associate thesenew devices to a player, display these choices to the players, and thenallow the players to adjust the autonomously determined control schemes.

GUI 630 may be utilized to set up display options. For example, one ormore players may be able to change the display options from displayingall of the players HMD video output on a display screen for guests toview (e.g., by providing a split screen on the TV) or to display aparticular HMD video output on the TV for guests to view.

GUI 620 may be utilized to automatically detect the type of device (ordevices) coupled to each input/output slot. Players may be able to, forexample, use GUI 620 to chose a particular configuration for aparticular controller or HMD (e.g., instruct a game system to provide VRor AR visual information to an HMD operable of providing both AR andVR).

GUI 640 may be utilized to associate particular devices to a particulartype of controller that may be utilized by a particular game. Forexample, a player may designate one controller (e.g., the controller inslot 2) as being associated with his/her left hand and anothercontroller (e.g., the controller in slot 3) as being associated withhis/her right hand. The player may also designate a particular HMD(e.g., the HMD in slot 1) as being associated with his/her head.

FIG. 7 shows portable system 700 that may include HMD 710 (which mayinclude wireless communications device 712 and inertial/positioningsensors 711) coupled to a portable system 720 that may include, forexample, inertial/positioning sensors 721 and media input device 723(e.g., a HD DVD or DVD player). Portable game system 720 may be attachedto a user via attachments 728 and 729. Attachments 728 and 729 me used,for example, to attach game system 720 around a user's neck such thatgame system 720 rests across a user's chest or back. Such aconfiguration reduces the wires around a user's body such that when auser swings controller 730, the changes that a user's arms gets caughtin wires coupling HMD 710 to game system 720 is reduced. Controller 730may include any number of buttons 731, 732, and 733. For example,buttons 733 may be reachable by a user's thumb. A user's palm may gripcontroller 730 under buttons 733. A user's other fingers (and possible auser's thumb) may then be in position to easily interact with buttons731 and 732.

Controller 730, HMD 710, and game system 720 may communicate wirelessly(e.g., through wireless communication devices). Controller 730, HMD 710and game system 720 may communicate with other devices (e.g., eitherwirelessly or via wires) such as other game systems (e.g., formultiplayer functionality) controllers or HMDs (e.g., if more than oneplayer is using a single game system). Game system 720 may also beplaced around a playfield such that one or more HMDs and controllers canwirelessly communicate with game device 720. Game device 720 may, forexample, be powered by one or more batteries (e.g., removablerechargeable batteries). Game system 720, controller 730, and HMD 710may include any number of positioning and/or inertial movementdetermination systems.

FIG. 7 shows shoe 820 that may include control pad 810. Control pad 810may sense when a user presses down on control pad 810 such that controlsare provided to a game system. Such information could be utilized, forexample, to synch the running style of a player's character in a virtualworld such that other players can be provided with a virtual characterthat is more closely matching the movements of the actual playercontrolling the character. Portable game device 851 may be provided thatmay be able to couple around a user's shoe. Control pad 810 (or controlpad 850 may be placed in a user's she). Device 851 may not include gamemedium and run a game but may, for example, include inertial movementand/or positioning sensors and may wireless communicate controls andmovement/position information to another device (e.g., game device 720of FIG. 7 ) through wireless communication device 852. Device 851 may beattached to a user via attachments 854 and 853 and may communicate withpad 850 through wire(s) 857.

Pad 861 may be placed in a user's shoe and coupled to device 865 viawire 867. Device 865 may be secured to a shoe by straps 866. Device 865may communicate through wireless communications device 868.

FIG. 9 shows a number of additional devices such as a control glovecoupled to device 914 (e.g., a portable game system and/or a devicehaving any number of inertial movement and/or positioning devices).Device 914 may include any number of inertial movement/positioningdevices 914 and wireless communications device 916 and attachments 911and 912. A control glove may include any number of control regions901-907 that, when physically connected or within a particular distanceof one another, produce a control signal indicative of the controlregions that were touched. Regions may, for example, have one or morecapacitance sensors and power may be provided to the regions such thatthe regions have a particular capacitance. The capacitance sensors canthen sense the amount of capacitance when the sensors come into contactwith another region to determine the regions that are within aparticular distance or physically touching. Alternatively, a particularamount of voltage may be provided to a region such that other regionscan sense this particular amount of voltage when the regions arephysically coupled together or are brought within a particular proximityof one another. Alternatively still, a region may be a SENSE region thatsenses an electrical characteristic from a POWER region (e.g., region910) while another region may be a POWER region that provides anelectrical characteristic that the SENSE region can determine (e.g.,regions 902-907). Mechanical control 909 may also be provided that mayinclude, for example, a rotational ball that may be rolled to provideparticular control signals and pressed to provide additional controlsignals. A control signal may be provided by a glove, for example, whenregion 901 touches, or comes into the proximity of, region 902. Adifferent control signal may be provided from a glove, for example, whenregion 901 touches, or comes into the proximity of, region 903.

A HMD may be provided as a compact HMD such as individual devices 920and 930 with a retractable display portion 922 and 932 that are coupledto extendable portions 921 and 931, respectively to provide HMDconfiguration 940. An additional structure may be provided tomechanically coupled displays 922 and 932 together to provide stability(e.g., provide the type of forehead stability that a pair of glasses mayprovide).

HMD configuration 960 may also be provided in which devices 951 and 952house a flexible display 953. An additional strap 961 may be provided toprovide support for the HMD from the top of a person's head. Additionalstrap 962 may be provided to provide, for example, support from the backof a user's head. Devices 951 and 952 may be shaped to grip behind auser's ear such that additional support is provided.

FIG. 10 shows game system 1010 that may include, for example, mediaplayer 1011 associated with eject button 1012, input/output ports 1013that may be used, for example, to coupled HMDs and/or controllers. Gamesystem 1010 may also include memory slots 1016 that may receive memory(e.g., compact flash) and read information from, and/or writeinformation to, received memory (e.g., a player's profile and/orparticular game information such as the player's progress in aparticular game). Game system 1010 may also include battery slots 1014that may, for example, receive a rechargeable battery and recharge therechargeable battery if, for example, the battery is not already fullycharged. Thus, a user may use, for example, a battery powered wirelessHMD and a battery powered wireless controller and, when a particularbattery needs recharging, a user can simply take out a charged batteryin a rechargeable slot, put the battery that needs charging into therechargeable slot, and then use the charged battery to power the deviceneeding a charged battery. Power indicators 1015 may be provided thatare representative of the amount of charging that has occurred. Forexample, power indicators 1015 may be YELLOW when the battery ischarging and GREEN when the battery is fully charged. Alternatively,power indicators 1015 may be RED when the battery has LOW power, YELLOWwhen the battery has MEDIUM power, and GREEN when the battery has HIGHpower. Thus, a user may be able to select the most charged battery whena new battery is needed. Alternatively, power indicators 1015 mayinclude a percentage number that is indicative of the percentage thatthe battery is charged. Persons skilled in the art will appreciate thatdifferent types of batteries may store different amounts of energy.Thus, power indicators 1015 may include the amount of time that abattery is expected to operate in a particular device (e.g., acontroller). Persons skilled in the art will also appreciate thatdifferent devices may consume power at a faster rate than other devices.As such, different batteries may be utilized for different devices andsuch batteries may be color coded (e.g., batteries for an HMD may be REDwhile batteries for a controller are GREEN). Different types ofbatteries may be configured to operate on the same recharging interfaceor, for example, game system 1010 may include different types ofrecharging ports which also may be color coded to correspond to thetypes of batteries the recharging ports are operable to recharge.

For example, controller 1021, or any device, may include a battery port1021 with power indicator 1022. Battery port 1021 may be utilized tocouple a battery to a controller such that the controller can be poweredfrom a battery in battery port 1021. Controller 1020 may include memoryinput 1023 for receiving memory and reading/writing information from/tothe memory. Controller 1021 may include interface 1024 that is coupledto a wire that may be inserted into port 1013. Glove controllers,wireless routers, head mounted displays, foot controllers, or any otheradditional controller or gaming device may be operable to be powered, atleast partially, by a rechargeable battery that can be recharged, forexample, by a recharging port on system 1010. Persons skilled in the artwill appreciate that any controller may include a wire-based link forinterfacing with game system 1010 and any such wire-based link mayprovide power to the device from system 1010. As such game system 1010,or any controller or HMD, may include any type and any number of powerregulation devices.

FIG. 11 shows game package schemes 1100 that may include game package1110, 1120, and 1130. Persons skilled in the art will appreciate thatgame systems may be packaged with a variety of different devices andthat such packages increase the whimsical and festive nature of both thegame system, the devices, and the package itself. Providing packagingwith a whimsical and festive nature may directly increase the commercialsuccess of a particular package.

Game package 110 may include, for example, a console, a head mounteddisplay, a controller, a power converter/regulator/surge protector,cables (e.g., cables to connect to different types of television setssuch as coaxial, audio/video, and component cables), a rechargeablebattery (or two or more rechargeable batteries), and a remote control(e.g., for playing a media inserted into a media player that is not gamemedia such as a HD DVD movie). Gaming package 1110 may, for example,include additional components or may include less components. Gamingpackage 1110 may, for example, not include a power converter/regulator.Additionally, the controller may, for example, be a wireless (orwire-based) controller and the HMD may be a wire-based (or wirelessHMD). Package 1120 may include, for example, a HMD, wireless controller,television interface cables, and two rechargeable batteries (or one orany number of rechargeable battery). Gaming package 1130 may include,for example, a console, a controller, and television interface cables. Agaming package may also include, for example, a particular game (andcomponents that are designed around the theme of the game) or a gamedemo and advertising/operational manuals.

FIG. 12 shows process 1200 that may include, for example, step 1210 inwhich a game may be transported (e.g., downloaded) or inserted into aHMD, or portable system, for portable play. Step 1210 may, for example,be utilized to play the game off the source of where the game is beingread (e.g., from an insertable game medium in a stationary game systemor located in the memory of a remote server) so that the game may betransported (e.g., downloaded) into the portable system (e.g., HMD-basedsystem). Step 1210 may be utilized to transport the game from aportable, handheld gaming system to the HMD. Persons skilled in the artwill appreciate that a game may be transferred from an insertablestorage medium (e.g., game disc) into the Random Access Memory (RAM) ofa video game system (e.g., a portable game system such as a HMD-basedportable game device or a stationary system).

Step 1220 may be provided, for example, to download the game (or a gameportion) to, for example, the memory of the HMD (or removable memorythat can be inserted into a HMD or a game system electrically coupled tothe HMD).

Step 1230 may be utilized to determine when a user desires to play agame and the game may be played in step 1240. Step 1250 may be utilizedto determine whether the game is over or the game progress is desired tobe saved. Step 1260 may be utilized to upload the game status (e.g., toa remote server or to a game system) and/or store locally in step 1270.Step 1280 may upload game results.

FIG. 13 shows architecture 1300 that may be utilized for a game system(e.g., a portable game system or a stationary game system). Personsskilled in the art will appreciate that components may be added to, orremoved from, architecture 1330. For example, architecture 1330 mayinclude one or more processors 1310, power sources 1320, output devices1325, memory 1330, connection terminals 1335, additional components1340, location/inertial sensing devices 1245, manual input controls1350, wireless transmitters/receivers 1355, sensory feedback 1360 (e.g.,mechanical rumbler, additional sound maker, light producer), and/ormicrophones/speakers 1365.

FIG. 14 shows network 1400 topology that may be utilized. Network 1451may be utilized to communicate information from, for example, contentfacility 1480 to portable game devices 1460 or stationary game devices1470. The internet, or an internet, may be utilized to facility thecommunication. Content facility 1480 may, for example, allow video gamesto be downloaded to gaming devices, progress to be uploaded, and scoresto be uploaded (for online competitions). Information may be stored onremote databases 1481. Persons skilled in the art will appreciate thatcontent facility 1480 may also be utilized to facility multiplayer gamesby routing information (e.g., information on the game's progress andplayer movements) between players that are located remotely from oneanother.

FIG. 15 shows portable game system 1510 that may include game display1520 and any number of inertial and/or positioning sensors 1530.Portable game system 1510 may be a wireless telephone (e.g., a cellularphone) that is operable of making telephone calls in addition to playingvideo games. One or more directional indicia 1540 may be utilized toshow the direction that device 1510 is moving in. Three dimensionalindicia may be utilized to depict the pitch/roll/tilt of a device. Assuch, system 1510 may include any number of inertial and positioningdevices to determine the direction system 1510 is facing, the pitch,roll, and tilt of system 1510 and the velocity and acceleration ofsystem 1510 in any direction (e.g., how fast the system rolls, pitches,tilts, moves, and/or the distance the system displaces). Additionalinformation may be displayed indicative of the velocity and accelerationof the movement of the device. Multiple controls may be provided as wellas multiple speakers and microphones. A portable system may include agame media port for playing new games or the game system may bededicated to one or more games and may not include a game port (or anability to wireless download games or play games over a wirelessconnection).

A location-based game may be provided where a players physical movementscorrelate to a video game characters virtual movements. Particularly,the location of a device (e.g., the changes in a position of a device)may be utilized to move a virtual character. Such location informationmay be obtained from any number of positioning systems (e.g., GPS,Galileo, or a local positioning system) and/or inertial sensors. Personsskilled in the art will appreciate that inertial sensors may be utilizedto provide a positioning system by utilizingvelocity/acceleration/directional information to determine changes in auser's position. Positioning systems may utilize inertial information toupdate location approximations during periods when the positioningsystem is unable to update a location approximate on its own (e.g.,between receptions of GPS signals).

Persons skilled in the art will appreciate that a game can be programmedto help minimize errors that result from error accumulations in inertialsensors such as accelerometers and gyroscopes. For example, a game maybe programmed with narrow passageways at particular points in the gamesuch that the need for complex movement information is minimized (e.g.,the game can just determine movement in the direction of the passagewayto move a character and does not need to use other movementinformation). Such passageways can also be utilized to determine errorsas a person walking through the passageway would be expected to walkthrough the passageway and not hit a wall. If the game receivesinformation that a user has hit a wall, the game may be able to assumethat such readings are errors and the game can try to negate such errorsfrom future readings. Similarly, a video game character can be told tostop at particular times (e.g., at particular save checkpoints, or levelcompletion points, or when talking to a character) such that inertialerrors can be detected and/or inertial systems can be reset and/orrecalibrated. Such checkpoints that are built into the game may alsoallow, for example, some positioning systems (e.g., GPS systems) toupdate the location before game progress continues such that a referencepoint is established when a user is not moving.

FIG. 16 shows game systems 1610 and 1620. A game may be provided inwhich a character is always aligned with an alignment line (e.g.,alignment line 1625 or 1675). Such a line may be, for example, avertical line or a horizontal line (and may be transparent to a user).Thus, the character will move along the line if movement occurs alongthe line, but if movement occurs not along the line, the game willscroll such that the game environment moves. Such an alignment line mayallow a character to always be positioned in a particular area of thegame such that a particular portion of the environment may always beseen on all, or a particular side, or a character. An alignment pointmay be provided such that the character never moves (e.g., is alwayscenter on the screen) and user movements are used to move the characterthrough the virtual environment by scrolling the virtual environmentwith respect to the virtual character. Such an alignment line may becentered.

FIG. 17 shows systems 1710 and 1720 with a vertical alignment line(e.g., line 1725 and 1775) that is off-centered (e.g., approximately75-95% on one side of the display).

FIG. 18 shows game systems 1810 and 1820 that may include alignmentareas (e.g., alignment areas 1825 and 1875). A character may move freelywithin an alignment area (e.g., a centered box) but when the characterhits the perimeter, the character may not, for example, move throughthat perimeter. Instead, the game environment may scroll such that thecharacter can always move but is always within the alignment area.Manual game controls may be provided or transparent game controls may beprovided (e.g., via positioning and/or inertial movement sensors).

FIG. 19 shows gaming devices (e.g., dedicated portable gaming devices)that may be shaped similar to a tool used in a game such as, forexample, a gun or shovel. For example, a gaming device may be coupled toa shovel and a user may move around a virtual environment my walkingwith the shovel and the user may dig in a particular location in thevirtual environment by stopping and moving the shovel in a particularmanner (e.g., digging). The GUI on the shovel may then sense suchmovement and may switch from displaying one environment (e.g., atreasure map or virtual world) to another display (e.g., a mini-game ordigging/action indicia such as a display associated to the particulartype of movement).

Persons skilled in the art will appreciate that one or more cameras canbe coupled to a HMD, or attached to a particular portion of a user'sbody (e.g., shoulder). Such a camera may, for example, take video of theuser's surroundings. If attached to a HMD, the camera may point towardsthe front of the HMD such that the camera substantially captures theuser's perspective of his/her environment. Such pictures may beprocessed by the HMD, a game system, or another device and utilized toprovide information that may assist in providing a video game. Forexample, a HMD may have a non-transparent screen, but may provide anaugmented reality game by using a camera. More particularly, a cameramay continually capture the user's perspective, add video game indiciato the captured pictures/video, and then display the new compositepictures/video to a user on the non-transparent display. Persons skilledin the art will appreciate that such composite pictures/video may beprovided on a transparent display. As such, a user may be able to seehis/her surroundings while using a non-transparent display so that theuser can move freely (e.g., run) in his/her actual environment andinteract with video game indicia added to the pictures/video of his/heractual environment. Processing a picture/video of an environment mayprovide different types of information to a game system. For example, apicture/video may be processed to determine the landscape of a user'senvironment as well as any objects that are located in the user'senvironment (e.g., tree). As per another example, processing apicture/video may assist in determining the lighting of a user'senvironment. Alternatively still, processing a picture/video may assistin determining other players that are in a user's environment. Forexample, reflective devices may be placed on other HMDs such thatprocessing a picture, or using additional sensors, may determine thelocation of such reflective devices such that other players can belocated. The information from a camera may be shared to other HMDs. Forexample, if playing a multiplayer game, a user on your team may view afriendly user's camera information such that members of the same teamcan perform better (e.g., coordinate attacks on an enemy). A camera mayalso be pointed towards a user's face such that communications to otherusers may include such camera information. Thus, a user may be able tosee another user on a portion of his/her HMD and may communicate to thatuser.

A video game system may also use a camera to provide picture/video datato a game console to affect the picture/video data that is provided to astationary television set. For example, a camera may be utilized tocapture the picture/video of a player such that the picture/video may beutilized to generate a video game player.

Persons skilled in the art will also appreciate that the presentinvention is not limited to only the embodiments described. Instead, thepresent invention more generally involves providing video games. Assuch, for example, rechargeable battery ports may be utilized in a gamesystem that is not operable to couple to a HMD or gaming devices withinertial/positioning sensors. Persons skilled in the art will alsoappreciate that the apparatus of the present invention may beimplemented in other ways then those described herein. All suchmodifications are within the scope of the present invention, which islimited only by the claims that follow.

What is claimed is:
 1. A video game console device comprising: a consolehousing, wherein a video game is operable of being played, said videogame having a plurality of selectable video game topologies, a manualinput is operable to be received indicative of a selection of at leastone of said selectable video game topologies, and said plurality ofselectable video game topologies comprises: a virtual reality video gametopology operable of displaying said video game in a virtual realityconfiguration on at least a head-mounted device; and a television setvideo game topology operable of displaying said video game in atelevision configuration on at least a television set.
 2. The video gameconsole device of claim 1, wherein said plurality of selectable videogame topologies further comprises an augmented reality video gametopology operable of displaying said video game in an augmented realityconfiguration on a device.
 3. The video game console device of claim 1,further comprising: a virtual reality port for coupling saidhead-mounted device, wherein said plurality of selectable gametopologies further comprises an augmented reality game topology fordisplaying said video game in an augmented reality configuration on adevice, said virtual reality port is operable to provide virtual realityvideo game data to said head-mounted device; and a television port forcoupling said television, wherein said television port is operable toprovide television video game data to said television.
 4. The video gameconsole device of claim 1, further comprising: a virtual reality portfor coupling said head-mounted device, wherein said virtual reality portis operable to provide virtual reality game data to said head-mounteddevice; and a television port for coupling said television, wherein saidtelevision port is operable to provide television game data to saidtelevision.
 5. The video game console device of claim 1, wherein saidvideo game is stored on a media that is removable from, and insertableinto, said housing.
 6. The video game console device of claim 1, furthercomprising a controller port for coupling to a video game controller andsaid video game controller is operable to be utilized with said videogame.
 7. The video game console device of claim 1, wherein said manualinput is received from a graphical user interface that provides a listof said plurality of selectable game topologies.
 8. A video game consoledevice comprising: at least one communication receiver, wherein a videogame is operable to be played, said video game includes a plurality ofselectable video game topologies provided as a result of the detectionof a plurality of devices communicatively coupled to said at least onecommunication receiver, wherein said plurality of selectable video gametopologies comprises: a virtual reality video game topology operable todisplay said video game in a virtual reality configuration on at least ahead-mounted device; and a television set video game topology operableto display said video game in a television configuration on at least atelevision set.
 9. The video game console device of claim 8, whereinsaid plurality of selectable video game topologies further comprises anaugmented reality video game topology for displaying said video game inan augmented reality configuration on a device.
 10. The video gameconsole device of claim 8, further comprising: a virtual reality portfor coupling said head-mounted device, wherein said virtual reality portis operable to provide virtual reality video game data to saidhead-mounted device; and a television port for coupling said television,wherein said television port is operable to provide television videogame data to said television.
 11. The video game console device of claim8, further comprising: a virtual reality port for coupling saidhead-mounted device, wherein said plurality of selectable gametopologies further comprises an augmented reality game topology fordisplaying said video game in an augmented reality configuration on adevice, and said virtual reality port is operable to provide virtualreality game data to said head-mounted device; and a television port forcoupling said television, wherein said television port is operable toprovide television game data to said television.
 12. The system of claim8, wherein said video game is stored on a media that is removable from,and insertable into, said console.
 13. The video game console device ofclaim 8, further comprising a controller port for coupling to a videogame controller and said video game controller is operable to beutilized with said video game.
 14. The video game console device ofclaim 8, wherein said manual input is received from a graphical userinterface operable that provides a list of said plurality of selectablegame topologies.
 15. A video game console device comprising: a housing,wherein a video game is operable of being played, said video gameincludes a plurality of selectable video game topologies, manual inputis operable to be received indicative of a selection of at least one ofsaid selectable video game topologies and said plurality of selectablevideo game topologies comprises: a virtual reality video game topologyfor displaying said video game in a virtual reality configuration on atleast a head-mounted device; and an augmented reality video gametopology for displaying said video game in an augmented realityconfiguration on a device.
 16. The video game console device of claim15, wherein said console further comprises: a virtual reality port forcoupling said head-mounted device, wherein said virtual reality port isoperable to provide virtual reality video game data to said head-mounteddevice; and a television port for coupling said television, wherein saidtelevision port is operable to provide television video game data to atelevision.
 17. The video game console device of claim 15, furthercomprising: a virtual reality port for coupling said head-mounteddevice, wherein said plurality of selectable game topologies furthercomprises an augmented reality game topology for displaying said videogame in an augmented reality configuration on a device, and said virtualreality port is operable to provide virtual reality game data to saidhead-mounted device; and a television port for coupling said television,wherein said television port is operable to provide television game datato a television.
 18. The system of claim 15, wherein said video game isstored on a media that is removable from, and insertable into, saidconsole.
 19. The video game console device of claim 15, wherein saidmanual input is received from a graphical user interface that provides alist of said plurality of selectable game topologies.
 20. The system ofclaim 15, wherein said head-mounted device is operable to be detected asa virtual reality device.